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Tias posted:Can someone with Android Tiers experience explain to me the basics of operating the Skymind network? Hacking is, as far as I can tell, essentially an event that can happen if you have things connected to the skymind network. Thusfar I have only had events like a connected object being disabled temporarily, or connected colonist skills be reduced unless you pay a ransom (they don't always remove the ransomware and you can always put the skills back up manually with a skill server) I don't know if there are more severe events but that's what I've had with security available so perhaps if you don't build security servers you might have worse outcomes. I'm not sure if there is a permanent hacking option through servers, but you can try to manually reprogram simple androids you capture (capturing friendlies will anger their faction as normal) and it stands a good chance of scrambling their brains so normal recruitment is generally a good idea unless you have lots of them. I am not sure if you can connect prisoners to the network and download into their brains but I think, vaguely, that they need to be colonists to connect to the network. First tier servers are actually the hardest to keep happy, they need to be essentially frozen to be happy, higher tier servers can operate at higher temperatures but are slightly less rare material efficient for the results. If you're strapped for gold you might want lovely servers, otherwise build high tier ones.
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# ? Oct 11, 2020 10:55 |
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# ? Apr 25, 2024 23:21 |
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Hacking lets you take over surrogates either temporarily for cheaper, or permanently as a more expensive thing.
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# ? Oct 11, 2020 11:24 |
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4 thrumbos entered my map and I just had a psycaster skip them all into a little group in order to cast Berserk Pulse on them. The survivors were so badly hurt that it only required 1 person with an assault rifle to finish them off
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# ? Oct 11, 2020 11:42 |
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Anticheese posted:Hacking lets you take over surrogates either temporarily for cheaper, or permanently as a more expensive thing. What's a surrogate?
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# ? Oct 11, 2020 13:16 |
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Type of android without a brain that runs on remote control
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# ? Oct 11, 2020 13:24 |
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Thanks everyone! So far so good, but the mod in general has a steep learning curve. Isn't there documentation anywhere?
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# ? Oct 11, 2020 15:39 |
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If you want to feed your animals on nutrient paste, do you have to do the elaborate micromanaged hack to have one hungry pawn operate the machine over and over and over again? Is there a simpler mod?
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# ? Oct 11, 2020 17:17 |
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Tias posted:Thanks everyone! So far so good, but the mod in general has a steep learning curve. Isn't there documentation anywhere? There is a bad and incomplete wiki for Android tiers
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# ? Oct 11, 2020 17:55 |
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Unreliable documentation! Hook it straight into my veins!
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# ? Oct 11, 2020 18:11 |
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Necromancer pawns from A Rimworld of Magic are pretty drat broken. They can raise an infinite amount of undead, only being limited by the cost of the spell. Even better, the undead never tire and never have to take breaks for anything but hygiene. Sure they can’t gain skills, but they do all jobs with the proficiency they had in life. Though they do have a habit of taking 200+ rhino meat and applying all of it to a single Simple Meal.
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# ? Oct 11, 2020 19:16 |
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IIRC every undead applies a permanent mana drain as long as it is active, so after you raise several of them the drain will become bigger than the innate mana regeneration and they will die once the Necromancer runs out of mana. Necromancers are still broken as hell though, because the undead pawns are superior to live ones in almost every way while being completely expendable and with a high level Necromancer you can easily maintain like 8-10 of them without any real downside.
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# ? Oct 11, 2020 19:55 |
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What's you folks' favorite room size in a mountain base?
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# ? Oct 11, 2020 20:17 |
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Building along the edges and letting them make irregular rooms, though with 2 tiles of stone left for aesthetics and temperature control.
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# ? Oct 11, 2020 20:19 |
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Arsenic Lupin posted:What's you folks' favorite room size in a mountain base?
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# ? Oct 11, 2020 20:24 |
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I typically make 8x8 rooms inside mountains, sometimes 8x12 or 8x16 or something if I need to get a Big Room. Storage areas are 7x15 for perfect trade beacon coverage. Bedrooms are usually 4x5, and some other rooms get their own sizes (the kitchen usually ends up being like, 5x6 or 7x6 for example).
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# ? Oct 11, 2020 20:52 |
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7x7 because even numbered rooms will have the door ruin the symmetry and drive me up the wall. Rooms get bigger as needed, but always with an odd number of squares
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# ? Oct 11, 2020 20:54 |
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Arsenic Lupin posted:If you want to feed your animals on nutrient paste, do you have to do the elaborate micromanaged hack to have one hungry pawn operate the machine over and over and over again? Is there a simpler mod? Either vanilla way of draft/forbid/undraft/repeat, or there are mods that either: 1) Allow you to make nutrient paste meals at crafting stations... normal cooking stations and I think the biofuel refinery. 2) Add a button to the dispenser that allows 1x or 5x meals to be spit out at once by the player for 15W power per meal per click.
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# ? Oct 11, 2020 22:11 |
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DoubleNegative posted:Necromancer pawns from A Rimworld of Magic are pretty drat broken. They can raise an infinite amount of undead, only being limited by the cost of the spell. Even better, the undead never tire and never have to take breaks for anything but hygiene. Sure they can’t gain skills, but they do all jobs with the proficiency they had in life. oh so you can be that one guy from What We Do in the Shadows who uses zombies as novelty license plate sweatshop labor this loving game
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# ? Oct 11, 2020 22:31 |
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Arsenic Lupin posted:If you want to feed your animals on nutrient paste, do you have to do the elaborate micromanaged hack to have one hungry pawn operate the machine over and over and over again? Is there a simpler mod? There are a few mods that let you make nutrient paste in bulk at crafting stations, but that's not quite what's important.
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# ? Oct 12, 2020 00:23 |
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And another small fortress gone! Cause of death: Caribou revenge. Well, actually starvation. Trying to hunt caribou with a pistol and a rifle was a desperation move.
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# ? Oct 12, 2020 01:14 |
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HelloSailorSign posted:2) Add a button to the dispenser that allows 1x or 5x meals to be spit out at once by the player for 15W power per meal per click.
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# ? Oct 12, 2020 01:27 |
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Is there a mod that makes everyone bisexual? I know I can use Prepare Carefully and make my initial colonists bisexual, but I want everyone.
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# ? Oct 12, 2020 04:49 |
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The vanilla scenario editor will allow you to force traits for everyone.
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# ? Oct 12, 2020 04:56 |
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Arsenic Lupin posted:If you want to feed your animals on nutrient paste, do you have to do the elaborate micromanaged hack to have one hungry pawn operate the machine over and over and over again? Is there a simpler mod? Nutrient Paste Production mod lets you cook paste at the regular kitchen like any other meals
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# ? Oct 12, 2020 04:57 |
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Tias posted:Thanks everyone! So far so good, but the mod in general has a steep learning curve. Isn't there documentation anywhere? Hopefully these help. https://www.youtube.com/watch?v=QQxY9yLESzg https://www.youtube.com/watch?v=WYXhEiqgWB0
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# ? Oct 12, 2020 05:09 |
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Thanks a lot <3
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# ? Oct 12, 2020 05:21 |
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ShadowHawk posted:What mod is this? Used to be Smarter Food Selection, which was an excellent mod. I went digging again, found that mod has been abandoned and nothing else does the same thing.
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# ? Oct 12, 2020 05:26 |
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PMush Perfect posted:Is there a mod that makes everyone bisexual? I know I can use Prepare Carefully and make my initial colonists bisexual, but I want everyone. You can use Psychology and in the mod settings, set the Kinsey scale to "centered". It won't make everyone bi, but the vast majority of people will be. As a bonus, it doesn't use a trait slot.
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# ? Oct 12, 2020 06:45 |
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Guildencrantz posted:You can use Psychology and in the mod settings, set the Kinsey scale to "centered". It won't make everyone bi, but the vast majority of people will be. As a bonus, it doesn't use a trait slot. trait slots don't matter anymore, they're now like...trait clouds and scenario traits do not count toward the generation of flavor traits. so if the goal is to make everyone bi, just have a 100% chance for all pawns to have the bisexual trait in the scenario editor. it's pretty much exactly what it was made for.
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# ? Oct 12, 2020 07:17 |
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Coolguye posted:trait slots don't matter anymore, they're now like...trait clouds and scenario traits do not count toward the generation of flavor traits. Huh, shows I was away from the game for a while, I thought there was a hard limit of three traits.
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# ? Oct 12, 2020 08:38 |
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PrepareCarefully will try to yell at you if you add more than 3 traits to a colonist, but will let you do it regardless. Something about it "not being able to display everything correctly."
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# ? Oct 12, 2020 08:45 |
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Today I learned a thrumbo can remove both of a colonists eyes in a single attack. Also I learned that one of my pawns is a body purist.
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# ? Oct 12, 2020 08:56 |
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other pawns eyes are fine to the body purist, just not cyber ones
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# ? Oct 12, 2020 09:05 |
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ShadowHawk posted:Today I learned a thrumbo can remove both of a colonists eyes in a single attack.
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# ? Oct 12, 2020 09:06 |
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bob dobbs is dead posted:other pawns eyes are fine to the body purist, just not cyber ones
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# ? Oct 12, 2020 09:11 |
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bob dobbs is dead posted:other pawns eyes are fine to the body purist, just not cyber ones
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# ? Oct 12, 2020 09:54 |
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Jesus, I had just fended off a siege and was still treating the wounded when Randy followed up with a drop pod raid into the hospital. Good thing it was a small one and I had two only lightly wounded brawlers standing right there. The bastards still got to shoot up my patients a bit, but luckily nobody died.
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# ? Oct 12, 2020 15:30 |
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Decided to try getting into this game again. Been out of the loop for a while, what are the current 'essential' mods to pick up, and also what other notable fun ones are there?
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# ? Oct 12, 2020 15:41 |
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When you get a refugee quest, the game says that nobody gives two shits about what happens to them. It seems that is quite accurate. Some imperial dude had apparently heard I was harboring some dirty refugees and for whatever reason wanted them offed for a nice reward. Coincidentally, there was a heatwave going on so I stuffed the unwashed ones into I scrolled through the colonists afterwards and not a single negative mood effect As an afterthought, that was a pile of perfectly good lungs and hearts I tossed away. I need to refine this process before the next patch arrives.
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# ? Oct 12, 2020 16:46 |
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# ? Apr 25, 2024 23:21 |
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Inadequately posted:Decided to try getting into this game again. Been out of the loop for a while, what are the current 'essential' mods to pick up, and also what other notable fun ones are there? Depends wildly on what game you want to play. Current popular complex mod is SOS2 which allows you to build a spaceship and fly it around as a mobile colony blowing up other spaceships.
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# ? Oct 12, 2020 17:35 |